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Underfyre

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Everything posted by Underfyre

  1. 10 for superior and 7.5 for regular. This is also correctly tracked in my DPS sheet. For superior anyway.
  2. 48%, not 42%. So 10.8% and 14.4% respectively. Still winning.
  3. I mean, a Sentinel does that now too if all you're doing is plinking away from a good safe distance. Gunna have to put on those big boy pants and wade into battle if you wanna show them dirty Sents h'wut for these days.
  4. Just Disintegrate and Single Shot from Beam Rife.
  5. All these Blaster comments about not wanting to get in close to optimize damage is kind of revealing why they're so threatened by the Sentinel modifier coming close to theirs. Like I said in an earlier post, it's Risk v Reward. Blasters have it, Sentinels kinda don't. The option is there to increase damage for Blasters, they just have to take a risk to get it.
  6. I'd skip Burn because it got neutered (or fixed, depending on your stance). The damage toggle is the weakest of the bunch. Cauterize is great. Throw a Numina proc in it and it basically pays for itself. Largely the set is...alright? I guess?
  7. Underfyre

    Beam Invul

    So something you're not accounting for is that Beam Rifle has 2 bonuses going for it. Disintegrate grants a stacking 12.5% bonus to damage (probably a bug from the copy+paste coding like the smashing damage bonus in Ice) (I probably shouldn't have pointed that out), and both Disintegrate and Single Shot have a regen debuff. Obviously one is only relevant in single target situations, but every bit of health a mob isn't regenerating is an indirect increase to dps. These two bonuses plus the Disintegrate mechanic make Beam Rifle a top tier set.
  8. Underfyre

    Beam Invul

    So Lancer Shot and Disintegrate are your bread and butter attacks. I'd put the Apocalypse set in one of them to draw more damage out with the proc. Reason being that Lancer Shot has a 100% proc to trigger the Disintegrated spread damage, so you should be using it often. I'd drop Piercing Beam unless it's purely for muling. I'd move Sentinel's Ward to Overcharge. I'd move Opportunity Strikes to either Lancer shot or Disintegrate. You should be using both of these extremely frequently and they have a higher chance to trigger that proc than Charged Shot. I'd drop Tactics entirely unless you intend to exemp down a lot, Invincible gives you a +10% To Hit buff and you already have Kismet. You'd probably be better off with Assault, especially since we now have a juicier base damage. No Gaussian's?
  9. I didn't compare the old Fire Armor numbers, but Fire armor got a relatively smaller boost, 3%, because they fixed Burn activating procs twice which was pretty big part of the sets damage out put.
  10. Like I said on one of these other posts, it boosted the average (between all powersets) from a 218 to a 239 for a 9% increase. That's the maximum end with Bio. Stone actually averages a 238, fire is dragging behind with a 223, and...maybe I should do an average using Regen or something to get the unboosted baseline. And like @Snarky said, it was a boost, but it wasn't enough for my tastes. But it was also too much in the eyes of the Blaster try-hards? I think a lot of the problem is that the AT has essentially no risk v reward to it. It's just a ranged AT, and that's about it. They're in virtually no danger, and they have no reason to put themselves in danger to increase their damage. I mean, they can. But the increase you get from wading into melee to use your one melee attack from your epic pool does just about nothing to help catch up on damage. The change made the inherent slightly less clunky, but the clunk still exists. And it's only for a single target, and it could honestly be doing more given that fact. We got something, but it'll probably be another 2 and a half years before they take another look, all the while creeping the damage up on every other damage AT in the meantime. Honestly I'd like to take a pass through the under-performing sets like Water, Psi and Energy before we worry about trying to get a better inherent or something.
  11. Page 5 changes up.
  12. Ignoring level difference is not ignoring how resist mechanics work. Having a 20% resistance to type also means a 20% resistance to resist debuffs to that type. So for a Pylon, that means, well technically nothing since they're even level, but it means it's a 12% rebuff because it resists 20% of the 15% debuff. Hell, I wish it was just a flat 15% no matter what. Then it would be a damn good inherent that almost keeps pace with Defiance and crits.
  13. Your math is on track. But wait 'til you find out that Bio gives a 25% damage buff and a +7.5% To Hit buff. With a damaging proc like Molten Embrace. And Vulnerability adds 15% res debuff. Or roughly 7.5% when you factor in it being up half of the time. So there's 1.47. The sky is, in fact, falling. For some reason you neglected to mention that the average Defiance up-time will give you a roughly 30% damage buff. So there's 1.46. So yes, if you're playing your Blaster purely at range, they could almost do similar damage from this wildly simplistic comparison. But if you want to play your Blast wrong, that's on you.
  14. The inherent goes around purple patch. Hamidon is already +0. It does not go around inherent resistance levels, which Hamidon has plenty of. My bad. Booper already pointed this out.
  15. No, I'm pretty sure this is massive power creep and the sky is falling.
  16. Here's what you can expect from these changes: The T1 Offense mode added a proc, but only to your single target abilities and it couldn't be enhanced. The only way to increase its damage was with -res. Now that damage is essentially always there, enhance-able, and is applied to your aoe abilities. Overall, the spreadsheet says you should see an average of a 9% increase in damage, going from 218dps to 239dps. Obviously the spreadsheet doesn't account for extraneous casts and just assumes you're going all out at all times, so your mileage will vary. The Vulnerability click applies a a -15% res that ignore purple patch. Against a +3 target, your 25% debuff was brought down to 16.25%, so you haven't lost much there. And you're now largely in full control of when and where it goes off. The proc from Stone armor is better than Fire, but worse than Bio. Seismic can be a top end set, or a lower end set depending on its secondary. So we'll just call it middling. Can't everyone be the best.
  17. The Brimstone proc isn't working for the Voltaic Sentinel pet. Molten Embrace and Bio procs do work. Bug?
  18. I'm able to put up sub 2 minute times on ele/bio/ninja. Not the 88 second times my spreadsheet implies, but much faster than before.
  19. Am I to understand this was done with a fully ranged sentinel? With one of the absolute strongest Sentinel sets available?
  20. So my main qualm with the set is the whole grounded mechanic. I tend to Hoverblast, so being tethered to the ground is unappealing to me. Aside from that, it isn't a bad set. A synergy that may eventually pop up will be with Seismic Blast, if it ever gets ported, which also has mechanics that requires that you be on the ground. I don't necessarily think it'd be enough to get me to use it, but we'll have to see.
  21. Use the ability it's slotted in. Glad to be of service.
  22. Probably not until they "fix" Sentinels, which by the current patch schedule, will be in roughly 20 years.
  23. Nah, Water is great for aoe, kind of on the lower end for single target, but that's okay. Ninja is a good defense set. You'll do fine. What you do see is hundreds of posts on **/Bio because the AT is lacking in damage and Bio will minorly shore that up.
  24. It is a Water build, paired with a positional defense build. I'm sure you can mash something together with that information.
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